package org.Keks.example.Sprites;

import java.awt.Canvas;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;

import javax.swing.JFrame;
import javax.swing.JPanel;

import org.Keks.KeksMap;
import org.Keks.graphics.*;
import org.Keks.input.*;

/**
 * Our actual scene where the gamelogic is in action.
 * This is actually the last chance to define our rendering priority.
 * @author kevin
 *
 */
public class SpritesMap extends KeksMap implements MouseListener, MouseMotionListener  {
	public int mouseX, mouseY;
	
	public KeksSprite ksprite = new KeksSprite();
	public KeksBitmap kbitmap;

	public SpritesMap(KeksKeys k, JPanel game) {
		super(k, game);
	}
	
	public void init() {
		//gframe.addMouseMotionListener(this);
	}
	
	public void tick() {
	}
	
	public void render(KeksScreen screen) {
		super.render(screen);
		screen.blit(SpriteRegister.player[0][0], 50, 50);

		kbitmap = new KeksBitmap(50, 50);
		kbitmap.clear(0xFF805020);
		screen.blit(kbitmap, 0, 0);
	}

	@Override
	public void mouseDragged(MouseEvent e) {
	}

	@Override
	public void mouseMoved(MouseEvent e) {
	}

	@Override
	public void mouseClicked(MouseEvent e) {
	}

	@Override
	public void mouseEntered(MouseEvent e) {
	}

	@Override
	public void mouseExited(MouseEvent e) {
	}

	@Override
	public void mousePressed(MouseEvent e) {
	}

	@Override
	public void mouseReleased(MouseEvent e) {
	}

}
